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| Notices |
| The Unchallenge A forum for "unchallenges" where users can post models or an idea so that the group can work together to solve the problem, develop new techniques and share thoughts about a particular topic. Kind of like a challenge but without a deadline. |
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#51 (permalink) |
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Super Moderator
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Hi all,
Most stupid question: where can i download the testscene? rgds, nisus
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www.ams.be / www.nisusarts.com http://www.youtube.com/profile_videos?user=nisusCGA&p=r |
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#52 (permalink) |
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Junior Member
Join Date: May 2006
Location: dqsef
Posts: 2
Name: loran reno |
may 2006
It could be interesting to continue this challenge using MR3.4 now. many rendering improvements with this version. report to this thread about MR and Maya but similar to max settings: http://forums.cgsociety.org/showthre...&page=84&pp=15 as you could see there, some renders rivalise with Maxwell quality |
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#53 (permalink) |
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Senior Member
Join Date: Mar 2004
Location: gent belgium
Age: 33
Posts: 158
Name: Philip De keersmaecker |
biggest changes are speedwise imexp (fg settings can go lower with similar results now)
but if you use photons in a good manner you didn't need much fg in the first place... so unless your using fg without photons there will be no big diff with the new mr update speedwise, however you can do distr buckets with just one max license now, that speeds up a fair bit. in quality there are no big updates to my knowledge so I don't see the point in doing the scene again in 3.4 (unless I overlooked someting mayor here)
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you only see what you think you convinced yourself you saw http://www.minedfield.be http://www.tecton.be |
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#54 (permalink) |
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Junior Member
Join Date: May 2006
Location: dqsef
Posts: 2
Name: loran reno |
something new is that you can have multibounce FG now, so you can have real GI without photons. You have a path_material (hidden) who create real GI without GI nor FG.
I will try to render this scene as best as I can. |
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#55 (permalink) |
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Senior Member
Join Date: Mar 2004
Location: gent belgium
Age: 33
Posts: 158
Name: Philip De keersmaecker |
its true you have added control with fg bounce
I did some tests and concluded that it is bouncing light, but no shadows. so if you want "real" global illumin (what is "real"?) you need to use Photons it will give you not only bounced shadows and and overal better result, it will allow you to render much faster because you need just a fraction of fg samples (compared to using only fg). if you look at rendertimes the part that takes the most time in precalculation is usually the fg part (photons are just a few seconds) this will allow you to reduce rendertimes drasticly key factor here is that you make good use of the photons, the render should look almost "finished" with using only photons, fg is just an addition to squize out the last black spots only then you will be able to make use of the full power and renderspeed of mental ray this is in fact the reason why most people who test mental ray complain it is slow. again : when photons are used in a correct manner, mental ray will be one of the fastest out there. not many people will agree, this is based on my experience, i beg to differ conclusion : if you want to use mental ray, learn to use the photons, it's worth the effort in the long run. ps : this is mostly based on interior renders like in this thread, exterior is something else...
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you only see what you think you convinced yourself you saw http://www.minedfield.be http://www.tecton.be Last edited by joske; May 21st, 2006 at 01:10 PM. |
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